Unless all Eldar players are as bad as @DJPenguin, our lord and savior Hint, I killed him ingame (once...). Sorry DJPenguin, please don't kill me, or demote me to the first assault squad. Anyhow, as far as I can see from our forum, then we will have a good amount of teamwork and plenty of orkz to send into the meat grinder.
Iyanden fluff fan present here! Spoiler mostly because I find their plan to save the eldar by killing all the eldar hilarious and because the only good elves are the dead ones....does it count anyway?
I don't trust Tyranids (been there, done that, still got issues with my spleen) and if I was one, then this is exactly what I would say! You are just mad that you couldn't finish us off! Btw, I think I might need to go check up on Iyanden's lore, since I can't remember half of it. EDIT Spoiler: :eek: GOOD LORD IN HEAVEN! MATT F***ING WARD WROTE ABOUT IYANDEN AND HE DIDN'T MURDER THEM ALL!
Well according to my latest poll we were a close 2nd to LSM but that might just be because people are tired of playing SM all the time. But if these numbers hold we won't be so small after all. I am unfortunately considering transferring to Space Wolves, but that depends on how they turn out. Still count me as an Eldar player though.
I know but I find it kind of silly to switch sides. But ya maybe I will do both. I am for selecting one faction though and sticking with it.
I was planning on having an Eldar as my main character and then an Iron Warrior Chaos Marine, a Ork and a Weakling Marine to play with my irl friends. EDIT: "irl friends" sounds kinda... girly...
Numbers will probably only really matter once they get the "Open World", Planetside 2 persistent world thing up and running ( which we aren't sure will even be at launch). If they implement a kind of Hereos and Generals system:where winning/losing instanced and lobby based matches with a fixed number of players correlates to holding/gaining territory on a larger "conquest" map; and player "generals" allocate resources earned through their own fps play which determines the type of and number of forces, represented as the number re-spawns per side, available for each instanced battle, then The actions of a few skilled a dedicated Eldar player could "balance" out the lack of numbers since we would only need to fill "one" match at a time and our victories would still expand the overall "territory." It would even be a way to vaguely simulate the Eldar style of Warfare, since it would be a smaller (whatever the match number currently 16 for example) "elite" group moving from battle to battle bringing the appropriate forces and specializations to bear etc. In Planetside 2 the number differential ( even the RW time) made a big difference in faction dominance, sometimes it was supremely frustrating to just get consistently steamrolled but there were often amazingly epic stands and surprise wins to balance it out and overall I think the minute to minute play experience on the under-populated side was much more rewarding ( and had allot more fighting) than on the "zerg" side (despite all the of exp/points) where you would sometimes go across the whole map hardly firing your weapon due to the overwhelming numbers.
Well I'll be there getting mah' Reaper/Scorpion on. Just need to find a decent guild to run with once they land.
With a w40k game like EC, I think you need to anticipate that asymmetry and plan for it. The solution should involve making persistently underpopulated factions like the Eldar, slightly more powerful per unit, or through unit synergy - than the populated factions (SM/CSM) - and reward them slightly more experience - so that XP gain on both sides is being compensated for. Example, CSM vs. Eldar map: CSM have 18 players. Eldar have 12 players. The game could identify that this is baseline an 18 player map (for SM/CSM), it could adjust XP formulas as such: CSM = XP * 18 (intended players) / 18 (current players) = 100% XP Eldar = XP * 18 (intended players) / 12 (current players) = 150% XP This would also help all factions when insufficient players have joined their faction (ex. the 10v1 maps we've all experienced sometimes in Alpha). If only 12 people are on the CSM team, versus the 12 Eldar, but they still win - those 12 players (winning despite a handicap) deserve extra XP, in which case: CSM = XP * 18 (intended players) / 12 (current players) = 150% XP Eldar = XP * 18 (intended players) / 12 (current players) = 150% XP Or in a really shitty scenario where nobody joins your side, and you - being FPS_Jesus - win anyways: CSM = X * 18 (intended players) / 1 (current players) = 1800% XP Eldar = XP * 18 (intended players) / 12 (current players) = 150% XP So it's an 18 player map, but the Eldar numbers are limited either by design - or simply by lack of players - the Eldar still get bonus XP for fighting a map where they are outnumbered (since we always are), but if that one CSM happens to put up effective resistance - he gets big rewards for every kill or objective he manages to take. Sure the map is crawling with enemies hunting you, but for every 1 kill he does manage to sneak up on and boltgun them down: it's worth 18 kills on the usual map - when he would normally have 18 allies around him. This way, when you get a match where you are fighting 12v1 on an 18 player map - sure that's going to be near impossible to win - but if you can just sneak around, and pick off kills and objectives where you can - you earn big. It becomes like a different fun game mode - where people might actually enjoy being outnumbered (as the Eldar do) I think Orks work differently because you have F2P grots - you balance their XP only around the subscribed players in the match - and grot XP is just grot XP - it doesn't positively or negatively impact the subscribers.